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wined3d: mov to a0.x does a floor(), not a round to nearest.
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parent
468309e055
commit
6209b36acb
2 changed files with 79 additions and 36 deletions
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@ -323,13 +323,13 @@ typedef struct {
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} test_data_t;
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/*
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* c7 rounded ARGB
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* -2.4 -2 0x00ffff00
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* -1.6 -2 0x00ffff00
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* -0.4 0 0x0000ffff
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* 0.4 0 0x0000ffff
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* 1.6 2 0x00ff00ff
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* 2.4 2 0x00ff00ff
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* c7 mova ARGB mov ARGB
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* -2.4 -2 0x00ffff00 -3 0x00ff0000
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* -1.6 -2 0x00ffff00 -2 0x00ffff00
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* -0.4 0 0x0000ffff -1 0x0000ff00
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* 0.4 0 0x0000ffff 0 0x0000ffff
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* 1.6 2 0x00ff00ff 1 0x000000ff
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* 2.4 2 0x00ff00ff 2 0x00ff00ff
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*/
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static void test_mova(IDirect3DDevice9 *device)
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{
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@ -348,14 +348,39 @@ static void test_mova(IDirect3DDevice9 *device)
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0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x0000ffff /* END */
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};
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static const DWORD mov_test[] = {
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
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0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
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0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
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0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
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0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
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0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
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0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
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0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */
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0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x0000ffff /* END */
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};
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static const test_data_t test_data[] = {
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{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
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{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
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static const test_data_t test_data[2][6] = {
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{
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{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000},
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{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00},
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{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff},
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{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
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},
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{
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{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
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{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
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}
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};
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static const float quad[][3] = {
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@ -372,43 +397,51 @@ static void test_mova(IDirect3DDevice9 *device)
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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IDirect3DVertexShader9 *mova_shader = NULL;
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IDirect3DVertexShader9 *mov_shader = NULL;
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HRESULT hr;
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int i;
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int i, j;
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hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
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ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
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ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader);
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ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
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ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
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ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
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for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
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hr = IDirect3DDevice9_SetVertexShader(device, mov_shader);
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ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
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for(j = 0; j < 2; ++j)
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{
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DWORD color;
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for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++i)
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{
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DWORD color;
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
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ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1);
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ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
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color = getPixelColor(device, 320, 240);
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ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n",
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test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova");
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
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}
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hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
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ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
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}
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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@ -1299,8 +1299,18 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
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* shader versions WINED3DSIO_MOVA is used for this. */
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if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
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!shader_is_pshader_version(shader->baseShader.hex_version) &&
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shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
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arg->opcode->opcode == WINED3DSIO_MOVA) {
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shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
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/* This is a simple floor(). Msdn claims it is a round to nearest, but our test shows
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* that it is just a floor(). ATI docs confirm that, and the test succeeds on the
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* reference rasterizer too
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*/
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
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} else {
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shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
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}
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} else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
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/* We need to *round* to the nearest int here. */
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size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
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if (mask_size > 1) {
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